Rebecca Meilak: Character and Environment Design
Thursday, 13 March 2014
Week 9: Renders
Render Test:
Having set up the scene as I wanted it, with a camera move the next stage was to render it out. I used the render farm with a standard batch render. Unfortunately any thing with textures or dynamics didn't come through. This is very strange as the scence files and directories worked well and I was able to render it on other machines. So due to time I wasn't able to complete refer passes on the envioement and only could render out a master beauty. To prevent this the next time I complete a large project I will test the renders from an early stage so that I can trouble shoot as I go along with the project.Mental Ray Render Passes:
I was able to render out render passes, with contribution passes for my character Furgul using the render farm. These passes where taken into After Effects and played around with them. I particularly liked the effect I could achieve with the eye specular pass. I spent a while in maya trying to light the eyes well and although I was satisfied with the result I had much more control over the eyes shin in After Effects.
Week 8: Lighting and Fire Dynamics
Fire Dynamics:
For the fire I decided I would use a simple fire dynamic and didn't really need to play around with the settings took good. The first one I picked was the camp fire which looked like and animated image plane so when I moved the camera around it looked quite flat. I players around with a couple of others and finally settled on one and placed it in my fire place.
Lighting:
The first light I made was a spot light to create the light form the window. Once placed I wanted to change the harshness of the shadow which I could do by turing on the ray trace and playing around with the various settings.
Fire Light:
Now that the window light was done I worked on the amount of light the fire cast into the room. The fire did cast light itself but I added various ambient and volume lights to fill the room with more light otherwise very little could be seen.
Texture Shaders:
Once I was happy with the lights I applied various shaders to the wood texture. I changed it form a lambert to a blinn and added my specula and bump map. The bump map values as the preset values were far too sting but the end result looks like un-sanded varnished wood.
Camera Move play blasts:
Mesh play blast:
UV play blast:
Texture play blast:
Light play blast:
Light and Texture play blast:
Week 7: Textures
Considering the amount of assets I have to texture and the amount of time left I will only be lecturing the walls of the environment. This I will texture by using hand painted textures and scan them in.
Walls and Stairs obj:
Walls and Stairs UVs:
Watercolour Texture:
Bump Map:
Specular Map:
Mud Box:
Using hand painted textures means that I had to take the textures into mud box to clean up the scenes. The scan turned out well and I have had to make no changes to the texture other than the clean up and didn't feel the need to add any detail.
Unfortunately the scan wasn't as high resolution as I would like so the next time I do a texture this large is to cut it up and spread it over a couple of watercolour paper pages to maximise the detail I can retain.
Week 6: Asset creation and set dressing
The Fire Place:
Now that I have my characters finalised I can create my assists to a scale. I have now a design for the fire place with a closed cooker and an open fireplace made to suite the size of my charters which is about 15cm / 5 inch.
The Cooker:
Door Hing:
These were made in three parts so that the hing is actually functional if the pivot is placed in the right place.
Cooker with Hinges and Handles:
Fire Great:
Fire Great Decorations:
Fire Great Backing:
Fire Place:
Cooking Pot:
For this I made a bar to hang the pot, a hook and a handle for a revolved pot all which I UV mapped.
Using the Revolve Tool:
I used both the EP and CV curves to crate the silhouettes of various pots, pans and their lids. What is really useful about this process of conveying nurds to poly are the UVs. The UVs produced follow the rout that the rube took when it rotated 360. This means the UVs take form in the shape of a square with the mesh forming a grid system. The only alteration needed is some streching and reasizing so that the texture is evenly distributed.
Acorns:
The acorns where also made using the reeve tool and resized before converting them to poly. The bag was a simple cube modelled with the acorns placed in.
Stacked Cups and Plates:
I want to add as much character to the environment by showing how precariously things are kept and play with the advantages of the 3d world. These cups would fall over in the real world but in the computer i can create any thing I like.
Drying Apples and Mushrooms:
These were also made by the revolve tool and were placed along an elongated cube/ the string.
Set Dressing:
Once the assists are made the next stage is to dress the set. This takes time but with the concept art I managed to dress most of the set. There are still some thing I want to make but I don't have time to do them all. I have also placed the scan of Furgul into the environment to provide an immediate scale reference.
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